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Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 1:11 am
by ephdot
Jim-

I'm seeing the same thing with multi-material objects. In my case, I have a mesh with three material slots. If I select the top material slot in the materials list, and then select a material from the Live DB, and click the Get Item button in Materials Live DB window, it assigns the material from the live DB to all three material slots for the mesh. The correct behavior should be to assign it only to the selected material slot.

I could send you a project if you can tell me where to post it. I don't see a way to attach a file to my message.

Edit - I found out how to attach a file, needed to zip it. The attached file has a couple of meshes that have multiple material slots. The cylindrical one at the bottom has three. If you select the top and do Get Item from Live DB Panel, you'll see that it changes all three.

Cheers,
-Dan

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 2:15 am
by ephdot
Jim-

Sorry - I just found something else. Should the Octane Server be limited to a single instance? Each time I launch, I get a new instance. Typically in start-up code you can check to see if an instance already exists. If it does, use that. Otherwise, create a new one.

-Dan

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 2:52 am
by afecelis
JimStar wrote:
afecelis wrote:Thanks a lot JS! It's working nice n' tidy! ;)
I just got one issue, with the multi-material object. Notice how I have selected "yaris-body" as active material (a red car paint), but when I select a material from the db, it applies it to a different material (yaris-glass_blac). In the screenshot I tried 3 materials from the db (blue dark, cherry red, green) and they all got applied to "yaris-glass_blac" (the borders around the window shields, in green in the screenshot).
Image
Am I doing something wrong? Let me know if there's any other way I can help you out to track this issue down (if an issue at all, it may just be me using the program wrongly) :D

regards,
Alvaro
Can you give me some scene where I'll be able to reproduce it?..
Check ur pms ;)

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 6:03 pm
by rattle-snake
Hi again JimStar :)

Wouaw thank you again for this amazingly fast release =)

I would like to report you something.
I've done a little search with the particles and blender. And I saw this :
http://blender.stackexchange.com/questi ... -in-cycles

So at this time, it's only possible to see the smoke with the default blender renderer. My scene :
Image

But with Cycle and currently Octane it seems impossible to have a correct render. Because there is no correct material available for the "domain volume" :/
So the renderer only show the mesh of the domain itself :
Image

I know that you have tons of things to do, so... when you will have the time, it will be amazing !

Cheers

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 6:22 pm
by r4ytrace
sorry I still can't get it to work - exactly same as last time - 'waiting for image' and console says:

<!> event has invalid window
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported

this is getting kinda depressing now :(.

I have latest Geforce Drivers. Can anyone thing of anything else it could be?

I actually just managed to get a material from liveDB so I at least know how that works now :) - but still even when it DEFINITELY has an Octane material assigned:

'<!> event has invalid window
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported'

:/

do I HAVE to create a plane with an emission on it too?

- ok I tried turning the default cube to a diffuse Octane material with emission and still the same errors :/.

I was just thinking - you know the tweak that was suggested for standalone Octane render to increase the amount of 'timeout' before Windows will crash from the gfx card? I might have that on, will I try turning that off (and how does one go about that :p).

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 8:31 pm
by JimStar
r4ytrace wrote:sorry I still can't get it to work - exactly same as last time - 'waiting for image' and console says:

<!> event has invalid window
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported

this is getting kinda depressing now :(.

I have latest Geforce Drivers. Can anyone thing of anything else it could be?

I actually just managed to get a material from liveDB so I at least know how that works now :) - but still even when it DEFINITELY has an Octane material assigned:

'<!> event has invalid window
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported
Octane: WARNING: only node-materials are supported
Octane: WARNING: only node-textures are supported'

:/

do I HAVE to create a plane with an emission on it too?

- ok I tried turning the default cube to a diffuse Octane material with emission and still the same errors :/.

I was just thinking - you know the tweak that was suggested for standalone Octane render to increase the amount of 'timeout' before Windows will crash from the gfx card? I might have that on, will I try turning that off (and how does one go about that :p).
What GPU do you have?

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 9:37 pm
by dafassi
Hi,

there are some issues using animated textures:

1- Loading AVI-Files as textures let Octane-Server crash when render or open the preview-window (material).
2- Loading PNG-Image-Sequences does work, but the render will not be refreshed. It seems that octane render all the time take one of the sequence´s images. Of course, i set the frames to 250 (for 250 images) and clicked AutoRefresh. The FrameCounter in the node is working- it counts the frames according to the actual blender-frame. But all the time, the render-window shows me an still image. I moved the camera a little bit to force a refresh- then rendering restarts- but also just with one frame.

3- A question about that. How do i have to set up a material to show me a alphatextures correct on a plane?

My animated texture is an imagesequence with 250 PNGs (incl alphachanel).
a- I create a Octane Duffuse Mat.
b- I connect an Octane Alpha Image Tex to the Diffuseinput of the node.
c- Tada, the image is on my object- but the alpha is not transparent!
Ive tryed all options and slider combinations from the nodes- nothing helped. Hope you can tell me what the right way would be ;).

For those that whant to try i attache a small image-alpha-seq and a alpha-avi-file!
Both in 400x300px @24FPS

Regards,
Dennis

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 9:44 pm
by JimStar
dafassi wrote:Hi,

there are some issues using animated textures:
Thanks for report.
I have not given too much worktime to animated textures so far... Will do it in next versions...

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 9:45 pm
by rattle-snake
Just a little thing I noticed.

In Cycle, there is an easy way to hide the planes emitting lights from being rendered :
Image

How about Octane ? I'm looking for a solution

EDIT : Oww I have just found. Simply by putting a value of 0 into the opacity channel of the material :D

Re: OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [CURRENT

Posted: Fri Oct 04, 2013 10:55 pm
by r4ytrace
JimStar wrote: What GPU do you have?
I currently unfortunately only have a GTX 260, but there is a GTX 660 on order which I should have by hopefully monday or tuesday :).